Difference between revisions of "Cat"
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+ | {{See also|altphrase="Kitten" redirects here. For the similarly named lynx kitten see|Lynx}} | ||
{{Infobox main|animal | {{Infobox main|animal | ||
| page verified for version = A14D | | page verified for version = A14D | ||
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| marketvalue = 100 | | marketvalue = 100 | ||
| predator = true | | predator = true | ||
+ | | combatPower = 35 | ||
| bodysize = 0.32 | | bodysize = 0.32 | ||
| healthscale = 0.42 | | healthscale = 0.42 | ||
| hungerrate = 0.15 | | hungerrate = 0.15 | ||
− | | diet = carnivorous | + | | diet = carnivorous, ovivorous |
| leathername = lightleather | | leathername = lightleather | ||
| wildness = 0 | | wildness = 0 | ||
Line 52: | Line 54: | ||
| attack4chancefactor = 0.2 | | attack4chancefactor = 0.2 | ||
}} | }} | ||
− | + | '''Cats''', called '''kittens''' as babies, are small [[carnivore|carnivorous]] [[animals]]. Unsurprisingly, you can't get them to do anything. On the upside, they don't eat much, and cheer up your colonists with their [[nuzzle]]s. | |
+ | |||
+ | == Analysis == | ||
+ | Cats often start [[bond]]ed with your colonists as a random pet at the start of the game. Cats are one of the few animals that can [[nuzzle]] colonists, giving a {{+|4}} ''Nuzzled'' moodlet to colonists. | ||
+ | |||
+ | Other than their nuzzles, these cats are more of a nuisance than anything. If you don't have meat, they can feed off [[meal]]s (vegetarian or not), [[corpse]]s, and are also able to hunt small game like [[rat]]s and [[squirrel]]s. | ||
== Training == | == Training == | ||
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== Health == | == Health == | ||
− | {{Animal Health Table}} | + | {{Animal Health Table|QuadrupedAnimalWithPawsAndTail}} |
== Gallery == | == Gallery == | ||
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</gallery> | </gallery> | ||
− | {{ | + | {{Nav|animal|wide}} |
[[Category:Animals]] | [[Category:Animals]] | ||
[[Category:Pet]] | [[Category:Pet]] |
Latest revision as of 00:54, 16 July 2024
Cat
One of mankind's first pets, the cat is a small mammal which hunts vermin. Known for their aloofness, cats are nevertheless popular companions because of their independence, calm disposition, and fine, pettable fur.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 35
- Move Speed
- 4.4 c/s
- Health Scale
- 42% HP
- Body Size
- 0.32
- Mass - Baby
- 3.84 kg
- Mass - Juvenile
- 9.6 kg
- Mass - Adult
- 19.2 kg
- Carrying Capacity
- 24 kg
- Filth Rate
- 1
- Hunger Rate
- 0.24 Nutrition/Day
- Diet
- carnivorous, ovivorous
- Life Expectancy
- 10 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 0%
- Nuzzle Interval
- 12 hours
- Mate Interval
- 12 hours
- Maturity Age
- 0.4 years (24 days)
- Juvenile Age
- 0.15 years (9 days)
- Comfortable Temp Range
- -25 °C – 40 °C (-13 °F – 104 °F)
Production
- Meat Yield
- 45 cat meat
- Leather Yield
- 20 lightleather
- Gestation Period
- 10 days
- Offspring Per Birth
- 1-3 (1.937 avg)
Melee Combat
- Attack 1
- Front left paw
6 dmg (Scratch)
9 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
6 dmg (Scratch)
9 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
7 dmg (Bite)
10 % AP
2 second cooldown
0.7 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.02
- tradeTags
- AnimalPet, AnimalCommon
Cats, called kittens as babies, are small carnivorous animals. Unsurprisingly, you can't get them to do anything. On the upside, they don't eat much, and cheer up your colonists with their nuzzles.
Analysis[edit]
Cats often start bonded with your colonists as a random pet at the start of the game. Cats are one of the few animals that can nuzzle colonists, giving a +4 Nuzzled moodlet to colonists.
Other than their nuzzles, these cats are more of a nuisance than anything. If you don't have meat, they can feed off meals (vegetarian or not), corpses, and are also able to hunt small game like rats and squirrels.
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Health[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Body | 16.8 | 1 | 100% | 21% | N/A[4] | - | Death | |
Tail | 4.2 | 1 | 7% | 7% | Body | - | - | |
Spine | 10.5 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 8.4 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 6.3 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 6.3 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 6.3 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 8.4 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 10.5 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
Head | 10.5 | 1 | 75% | 2.25% | Neck | - | Death | |
Skull | 10.5 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 4.2 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 4.2 | 2 | 12% | 1.8% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 5.04 | 2 | 8% | 1.2% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 4.2 | 1 | 10% | 1.5% | Head | - | - | |
AnimalJaw | 4.2 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 12.6 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
Front Paw | 4.2 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
Rear Leg | 12.6 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Paw | 4.2 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.